Important!!!
This walkthrough is for the Remake of PQ1 and not for the old EGA
one made in the 80's.

Police Quest 1(new edition)
walkthru

by Stinger
(stinger31@mailexcite.com)

Version 1.0 (updated 7/2/98)

I was very surprised to see
that in all the years that the VGA version of Police Quest 1 has
been available, no one has written a walkthru for it. So here it
is. This guide, if followed directly, will take you all the way
through the VGA version of Police Quest 1: In Pursuit of the
Death Angel.

Make sure you realize that
this guide is for the updated, VGA version. It has nice graphics,
lots of dialogue, a decent soundtrack, and it uses the mouse. If
you attempt to follow this walkthrough when playing the ancient,
EGA graphics version of the game, you'll be infinitely confused.
Just make sure that the version you're playing uses the mouse and
you'll be okay.

If followed closely, this
walkthru will get you through with the full 225 points possible.
However, if you think you followed it and you still find yourself
short a few points, then take a look at my pointcheck for this
game. It should be in the same place you found this walkthrough.
I can also give you any extra help you need with any area of the
game. My e-mail address is stinger31@mailexcite.com; don't
hesitate to write me if you need any sort of help.

Here we go....

Watch the intro if you feel
so inclined. It's just credits. Read the little magazine excerpts
at the beginning; they set the stage for what's to come. Now
you're pulling into the police station. There you are; Sonny
Bonds, Lytton patrolman. Ready for another day fighting crime.

LYTTON POLICE STATION

Walk through the hallway,
off to the right. You should now be in the main hallway, with
three doors. Look at each one. The door on the far right leads to
the locker room. Enter that one (by clicking the Hand on it).

Now you're in the locker
room. The locker in the center of the room is yours. Open it
using the combination, which is in your manual. *NOTE* I will
NOT, I repeat NOT, give the combination through e-mail. It's copy
protection information. If you do not have the PQ1VGA manual,
you'll need to contact Sierra about it. Do not ask me for the
combo.

Once the locker's open, grab
your towel. Unlike the EGA version, you can't skip your shower.
Walk into the shower area to clean up. Once you're finished, open
your locker again and get your uniform on. Then get your
nightstick, your ticket book, and your Corvette keys. Even though
you don't need those keys, you still get points. Exit the locker
room the way you came in.

Once back in the hall, enter
the central door. This is the briefing room. Look in your
pigeonhole (right side, second from the bottom). Get the note
inside. Now pick up the newspaper on the table. After you finish
reading it, people will start to file in. Take your seat; you're
standing right next to it. Here comes Sergeant Dooley. You may
want to write down the important things he says; it'll come in
handy later. Once everyone's gone, follow them back to the hall.

In the main hallway, take a
set of keys from the pegboard on the wall and a radio extender
from the table. Exit to the left, and keep walking all the way to
the parking garage. Once there, you have to do a safety check.
This involves walking fully around your squad car. You will be
told once you've successfully done this. Click the hand on your
car, and you're off!

I'm not going to explain the
driving interface, or the map. The game will take care of that
for you. For now, drive around aimlessly. Once you get called,
head for that 11-80 on Fig Street between 4th and 3rd. It's in
the top left map, the street in front of the McDonald's. Driving
by it will be enough to stop the car and you'll automatically get
out.

CAR ACCIDENT

Looks like a mess. Look
inside the car at the driver. Yuck. Now feel for a pulse or vital
signs. Nothing at all. This one's dead, Bonds. Click your radio
on yourself to call Dispatch for the meat wagon. Now it's time to
find witnesses. Click Talk on the people, and a young man will
come forward. Once he finishes, keep talking to him until he
gives up the license plate number. Call Dispatch again. By this
time, Dooley will probably have arrived. Get back in your car and
head on out.

CAFFEINE CAROL'S

Once you get called by
Dispatch again, drive to Caffeine Carol's (top left building in
the top right map). Turn into the "driveway". Get out
of your car and walk in through the door. There's your friend
Steve, on the bar stool. Sit to the right of him. In the midst of
your conversation, the phone will ring. After Carol tells you
it's for you, pick it up and talk to Hamilton. Once you're
finished, sit back on your stool. When Steve's finished talking,
get up and walk out. Don't bother to stop by Wino Willy's; you'll
be there later. Get in your car and hit the road.

SPEEDER

This part is different.
Instead of driving around, waiting for Dispatch to call, you
drive around waiting for a red car to cut you off. Once the car
blazes by, immediately hit your siren. DO NOT TURN AFTER THE CAR.
If you don't hit your siren, you'll lose the car. Once you've
pulled the babe over, don't get out of your car yet. Look at her
license plate and radio dispatch. Now you can get out of your
car. Look at the driver. Now talk to her. Once she goes through
her seduction spiel, go into your inventory and use your pen on
your ticket book. Give her the ticket. When given the option,
select "Ticket". After she vents her spleen, get back
in your car and take off.

CAFFEINE CAROL'S

Don't stray too far from
Carol's, because you'll shortly be called back for a complaint.
Once you're back, get out and take a look at the bikes. Gee,
wonder what this complaint is about. Go inside, talk to Carol,
and she pours her heart out. Sigh. Go back outside, through the
alley, and to the entrance to Wino Willy's. Observe the young
couple. Ah, young love. Feel free to yell "Get a room!"
at your screen. Enter the bar. (*NOTE* Make sure you have your
nightstick with you!) The bikers will give you their tough act.
Simply click your nightstick on the big guy and it's over. Look
at the woman by the jukebox; go talk to her. This is a very
important conversation; make sure you don't skip it. After it's
over, go back to Carol's, let her know things are over, then get
in your car and head out.

DRUNK DRIVER

Head south for a while until
you're cut off by a drunk driver. Hit your siren (remember to hit
the siren before doing anything else). Now that he's pulled over,
look at his license plate. Radio it in to Dispatch. Now get out
of your car, go up to him, and look at him. Sad. Talk to him.
Talk again and he'll give you his license. Talk to him one more
time and you'll administer the field sobriety test. Now that's
entertainment. Talk again, informing him he's under arrest. Cuff
him, and answer "No" when he asks to be cuffed in
front. Open your backdoor and he'll get in. Now get in yourself.
Off to the slammer.

LYTTON CITY JAIL

The jail is in the bottom
center of the bottom right map. Once there, get out and get your
prisoner out. Now, this part is very important: Open the top left
storage locker by the door, and put your gun inside. If you don't
do this every time you go in the jail, you won't come out alive.
Push the entry buzzer and you'll be let in. Now, talk to the
jailer. You can book this guy for all manner of things: reckless
driving, speeding, drunk driving, not in control of faculties,
running a red light (?), and running a stop sign (??). (*NOTE*
The codes are also copy protection information in your manual. Do
not ask for them). After you've entered all the codes, just hit
enter and tell your prisoner to move to the center of the room.
Remove his handcuffs (by clicking Hand on him). Once he's locked
up, Detective Laura Watts shows up to let you know that Narcotics
is accepting transfer requests. It's your dream to be undercover,
Bonds...this is your chance. On your way out, get your gun back
out of the storage locker. Head for the station. Before you get
there, you'll get radioed to go there anyway.

LYTTON POLICE STATION

First things first: fill out
a transfer form. Once inside, you see those memo slots on the
left side of the elevator? Click Hand on them to fill out the
request. Now, go see the Sarge. Go one screen east. Just let this
scene play out; you'll end up in Dooley's office and be kicked
back out. Now go into the locker room and open your locker. Put
on your street clothes. Make sure you take your Corvette keys
again. Out in the hallway, replace your radio extender and your
patrol car keys. Head outside, and get in your blue Corvette. Now
you're bound for Jack's birthday party at the Blue Room.

THE BLUE ROOM

The Blue Room is two blocks
northwest of the Police Station. It's a very nice little hangout.
Inside you'll find the birthday boy, Jack Cobb. Talk to him and
he asks you to sit down. Oblige him, talk to him, talk again, and
let the scene play out. He pours out his heart to you and a
celebration ensues. Trust me, it makes sense. At the end, Keith
reminds you that you have to haul butt back to the station for
your next shift. Do it.

LYTTON POLICE STATION

Same routine as the
beginning of the game. Go to the locker room, put on your
uniform, get your nightstick and ticket book, and attend the
briefing. Grab your radio extender, patrol car keys, and go
outside and get in your car. The neverending battle continues.

STOLEN CAR

This is probably the section
I've gotten the most e-mails on since I posted my companion
pointchecks many months ago, so pay close attention and follow

every step if you're having
trouble. I am always open to e-mail questions,

but make sure you've gone
through this first before asking. Alright. Soon after hitting the
road, you'll get called to a domestic disturbance at 1st and
Lilly. What you need to do is go through this intersection (it
works best if you go in a southerly direction) and then you'll be
informed of a stolen car. Right after getting this call, you
should see the car at the next intersection. Hit the siren and
you'll pull him over. Now, the fun begins. Look at the car to get
the license plate. Radio it in to Dispatch. Then, radio Dispatch
again to call for backup. Wait for Jack to arrive and be fully in
place on your passenger side. Open your door, get out, and while
standing behind your car door, draw your gun (click it on
yourself). Now, talk to him and order him out of the car. As soon
as he's out, talk to him again to get him to halt. Then, talk to
him again immediately until he's lying on the ground. Click the
handcuffs on him now. Once he's arrested and in your car, read
him his rights (by talking). The bust is now complete; time to
search the car. Click the Hand icon on his door for a closeup;
click Hand again on the paint. You'll scratch the paint away,
revealing the VIN, and revealing this is the stolen car from the
morning briefing! Click outside the closeup to return to the
normal view, then click the Hand inside the car where the glove
box is. You have a closeup of the glove box. Click Hand on the
black book and the licenses to look at them, then push the small
button to the left of the black book. You'll pop the trunk. Get
out, and click Hand on the trunk to open it and look inside. Make
sure you Look at the drugs before walking away. Get in your car,
and head for the jail.

LYTTON CITY JAIL

Get out, let Hoffman out,
lock up your gun, and push the buzzer to get in. Once inside,
talk to the jailer, and book Hoffman for posession of a
controlled substance, concealed weapon, stolen vehicle, and
evading arrest. Now talk to your prisoner and remove his cuffs.
Here comes Jack, to tell you Dooley wants to see you back at home
base. Off you go.

LYTTON POLICE STATION

Head for Dooley's office.
He'll leave you to read the memo. Do so. Looks like you got what
you wanted; a transfer to Narcotics. Now go back to the locker
room, open up your locker, and get your plainclothes. You can
leave everything else in the locker. On your way out, replace the
patrol car keys on the hall pegboard. Keep your radio, though.
Now go one screen left, and push the button to take the elevator
upstairs. The door right in front of you on the second floor is
Morgan's office; go inside and listen to the briefing. Now leave,
go one screen right, and enter your new office. Laura gives you
the grand tour. Now you've got to start digging up evidence to
put Hoffman away. First thing; open up the bottom-center filing
cabinet. Click the Hand on the files to open up the Hoffman file.
Read through it and keep it. Now you need to go find more; head
downstairs to the evidence lockup. Give the Hoffman file to Ross,
and when he brings the evidence, get the gun. Make a note of the
serial number. Now go back to Narcotics, and get on your
computer. Click on Weapons, and enter the serial number from the
gun. Hmmm, it's registered to a Jason Taselli, and there's an FBI
case number. Go to your FBI database and enter that case number.
Up pops Jason Taselli's file. Hmmm...he has a tattoo of a rose
over his left nipple. Just like Marvin Hoffman. It now dawns on
you; these men are one and the same. And Taselli is a very wanted
man. Print the file out, quit the computer, and take the
printout. Take a set of car keys from the pegboard, and hurry
downstairs. Take the unmarked car on the right side of the
parking lot, and head for the courthouse. Time's a'wastin!

LYTTON COURTHOUSE

Once you arrive at the
courthouse, open the doors and go inside. Talk to Oliver, the
clerk. He won't allow you to speak to the judge. Talk to him
again. Still no dice. Talk a third time and he'll cave. Now, go
through the doors to see the judge. Tell him you're here for a
no-bail warrant. He asks for evidence. Give the Hoffman folder to
the bailiff. The judge grants the warrant. High-tail it out of
there, and to the jail.

LYTTON CITY JAIL

Arriving at the jail, the
first thing you notice is how awkwardly you parked! You'll see
what I mean once you see this part of the game. :) Anyway, it's
not necessary to store your gun. Just push the button and go in.
Give the warrant to the jailer. Nice job, Bonds! Go outside, and
get in your car. You'll automatically go back to the station,
where Laura will meet you and inform you of a drug deal going on
in the park. Now you must drive to Bert's Park and fight some
more crime. Your job is never done.

BERT'S PARK

After Laura drops you off
and gives you instructions, enter the park. Walk behind the
bushes in front of the lake on the left side of the screen. Draw
your gun and radio Laura. Now we play the waiting game.
Eventually the dealer comes out. Deny the urge to plug him and
wait for his client to come out. You'll see their transaction.
Once it's done, and they begin going their separate ways, it's
time to make your move. Don't yell, just run out of the bushes.
If you do this quickly enough, you should catch the kid before
he's offscreen. If you don't...hope you saved the game. Once the
kid is halted, question him and read him his rights. Put your gun
away. Try to cuff him, and he'll resist. Do it anyway. Now search
him, and you'll go back to Laura, where she's got the dealer.
(*NOTE* If you're playing the Collection version and the game
locks up at this point, there's a patch for it on Sierra's
website.) Laura attempts to question Colby and gets nowhere, so
talk to your suspect. When the sequence is finished, you'll be
back on the road. Head for the jail.

LYTTON CITY JAIL

Just can't get over how dumb
your car looks parked there. :) Anyhoo, Laura takes the prisoners
inside. Store your gun in the locker and push the button to enter
the jail. Talk to Paul and book the suspects for possession of a
controlled substance and possession of cocaine. Tell them to move
to the center of the room, and remove their cuffs. Laura leaves,
telling you to go to the Blue Room and cheer up Jack. Follow her
out, get your gun, and get goin' to the Blue Room.

THE BLUE ROOM

This is pretty simple. Go in
and sit down next to Jack. Talk to him twice. He tells you his
daughter's in the hospital. He's obviously drunk. Now Keith comes
in and tells you that Taselli has escaped. Jack leaves in a cab,
and you find yourself outside. Morgan wants to see you at the
station ASAP, so jump in your car and head there.

LYTTON POLICE STATION

Head up to Morgan's office
on the second floor. He tells you he wants you to examine the
evidence. Go back down to the evidence lockup, give Russ the
Hoffman file, and take the black book. Look through it. See if
some of the initials ring a bell in your mind. Don't worry if
they don't. :) Head back up to Morgan's office. He sends you off
to the jail to see Marie Wilkans and talk to her about setting up
a sting. To the jail you go.

LYTTON CITY JAIL

It's not important that you
store your gun in the locker, since you don't have a prisoner.
Push the button and go in. You'll automatically talk to Marie and
ask her to help with the hotel operation. Once you're done, you
can get in your car and leave. As you're driving back to the
station, you get called to Cotton Cove, in the bottom-right
corner of the map.

COTTON COVE

Once you arrive, talk to the
officers. You've got a dead body here. Walk up to him and pull
the sheet off. Now look at him. There's the tattoo of the red
nipple. It's Taselli. Tell the officers your findings, get back
in your car, and head back to the station.

LYTTON POLICE STATION

Head straight for Morgan's
office for your briefing. Laura gives you your bleach and your
disguise. Once everyone's done, go to the locker room. Get your
towel and take a shower. Nice hair, Bonds. :) When you're done,
put on your leisure suit. Aren't you just a pimp. Don't go
getting an ego or anything. Now get back to Morgan's office for
the final briefing. Dooley comes in to tell you that Jack's
daughter has died. Now you've got some serious motive to shut
down these guys. Go down to the parking garage and get in your
unmarked car. Ready? Go to the Hotel Delphoria.

HOTEL DELPHORIA

You're here. Get psyched.
Walk through the automatic front door. Ring the bell on the front
desk and go through your spiel with the clerk. He gives you your
room key. Now, you've got a job to do. Head through the door to
the right of the elevator. You're in the lounge. Talk to the
bartender, Alex, and Marie will recognize you. Talk to Marie to
get some info. Talk to the bartender again. Marie will leave so
you and Alex can talk. You get invited to the poker game. Good
going so far. You'll go up to your room with Marie. She, uh,
propositions you. Save your game and then click the Hand on her.
Heh. Now restore your game and talk to her instead. Pick up the
phone and call 555-3784, Lieutenant Morgan's number. After you
talk to him, call 411 to get the cab company's number. Call that
number and Marie will go downstairs to wait for the cab. Now get
ready for the Poker Game.

POKER GAME

Go back downstairs to the
lounge. Talk to Alex, and then pay her by clicking your wallet on
her. She takes you to the storage room and pats you down.
Eventually you can walk to the backroom. Save your game, and sit
down in the empty seat at the table next to you. Once the
friendly conversation is done, you must choose whether or not
you're going to play poker. If you do play, you better win, or
the game's over, and you can't save your game while you're
playing. But if you choose to skip the game and win, then you
won't get the 15 points. It's up to you. In any case, once the
game is done and you've won, you're invited back for a bigger
game later. Go back up to your room and call Morgan. He tells you
to wait for your backup. So wait. Once your backup arrives, gives
you your pen and money, and leaves, go back down to the lounge.
Talk to the bartender again. You go through the whole routine
again and end up in the back backroom. Have a seat. When Frank
comes down and asks if you'd be interested in talking business,
say yes. Now again you must decide whether to play and chance
losing or skip the game and lose 15 points. After the game get in
the elevator with Frank and go up to his penthouse for the final
confrontation.

FRANK'S PENTHOUSE

Once you're here, Frank
tells you who he really is. Jesse Bains, the Death Angel. He
begins to talk business with you, and then gets a phone call.
When he leaves to take it, don't waste any time. Look at the
phone over on the bar on the other side of the room. It says room
number 401 on it. Use your pen on yourself to relay this
information to Dispatch. The rest plays out...

CONGRATULATIONS!

You've won Police Quest I!
If you haven't already, I strongly suggest you play 2 and 3 to
continue the storyline. It's a classic series that we hope will
continue someday.

This walkthrough took me
more then seven months to write, believe it or not. That's about
a paragraph every three weeks or so. Sorry to those who e-mailed
me that it took me so long; I just put it on the backburner for a
loooong time. Because I wrote it over such a long period of time,
I apologize for any odd writing inconsistencies. Grisham I ain't.
;-)

If you have any questions at
all about this or any other game in the Police Quest series, I'd
love to help you. Fire me off an e-mail at
stinger31@mailexcite.com, and please visit www.justadventure.com,
the Internet's premier website dedicated to adventure games!